30 research outputs found
A Digital Twin for Training Marine Pollution Control
This paper presents a Digital Twin to prepare an international response to marine pollution events. This research is conducted by a multidisciplinary team of information systems and marine pollution experts to create a digital environment suitable to represent near-real-time pollution events, assisting the command structure and combat teams in improving performance and knowledge of standard protocols. The reported results were obtained in the first year of the project and included (1) the Digital Twin architecture, (2) the simulation of the natural conditions, and (3) the prototype of the performance evaluation dashboard. Our findings suggest that current simulation systems help inform decisions but are insufficient to prepare complex scenarios requiring coordination between multiple agents operating in extreme conditions. Digital Twins can help in preparing procedures and evaluating performance in digital representations. This study contributes to a recent Digital Twin literature trend that aims to create digital replicas of comprehensive sociotechnical scenarios
Um estudo das dinâmicas de apropriação do jogo Portugal 1111 – A Conquista de Soure em contexto escolar
Este artigo pretende analisar os resultados preliminares de duas sessões de exploração realizadas em contexto escolar, utilizando o jogo Portugal 1111 – A conquista de Soure, e informar sobre as dinâmicas de questionamento dos alunos ao professor, identificando oportunidades de aproveitamento da experiência do jogo para alcançar objectivos de aprendizagem relacionados com o tema curricular da Reconquista. Os indicadores que estas sessões de exploração proporcionam apontam claramente para três conclusões: a) a importância do papel do professor como facilitador da introdução e da aprendizagem com jogos em contexto escolar; b) que o jogo Portugal 1111 – A conquista de Soure, potenciou algumas questões sobre o tema da Reconquista que podem concorrer para a aprendizagem de conhecimentos históricos sobre este período; e c) é notória uma trajectória temporal através dos objectivos de aprendizagem do artefacto, da dinâmica de jogo e do domínio modelado, com implicações para o design e para as estratégias de exploração do jogo
Boosting Mixed-Initiative Co-Creativity in Game Design: A Tutorial
In recent years, there has been a growing application of mixed-initiative
co-creative approaches in the creation of video games. The rapid advances in
the capabilities of artificial intelligence (AI) systems further propel
creative collaboration between humans and computational agents. In this
tutorial, we present guidelines for researchers and practitioners to develop
game design tools with a high degree of mixed-initiative co-creativity
(MI-CCy). We begin by reviewing a selection of current works that will serve as
case studies and categorize them by the type of game content they address. We
introduce the MI-CCy Quantifier, a framework that can be used by researchers
and developers to assess co-creative tools on their level of MI-CCy through a
visual scheme of quantifiable criteria scales. We demonstrate the usage of the
MI-CCy Quantifier by applying it to the selected works. This analysis enabled
us to discern prevalent patterns within these tools, as well as features that
contribute to a higher level of MI-CCy. We highlight current gaps in MI-CCy
approaches within game design, which we propose as pivotal aspects to tackle in
the development of forthcoming approaches.Comment: 34 pages, 11 figure
A video game level analysis model proposal
This paper presents a preliminary model proposal for the analysis of video game level scenarios consisting of four elements: video game, players, metrics, and gaming experience. The selection of parameters from each of these elements defines a specific video game level analysis context. Initial validation of the model is being carried out with a First-person shooter video game and selected metrics (including eye movement behavior) to understand player behavior (both interactive and visual) within a game level. An additional analysis technique based on visual representation techniques applied in this validation context is also described. After validated, this model may be applied in the analysis of player behavior in game levels, in several different situations predicted in the model itself. Information acquired from the application of this model may posteriorly be used in the design (or redesign) of game levels and scenarios driven for optimal use which should generate a greater gaming experience
Artefact, Participant and Interaction in Auditory Experiences
Presented at the 27th International Conference on Auditory Display (ICAD 2022) 24-27 June 2022, Virtual conference.The act of sound perception and its subjective dimensions, from physical to psychoacoustics, from semantic to affective, carry an inherent challenge for the conception and evaluation of every audio-based artefact. Starting from a previous framework of evaluation approaches, we seek to deconstruct the configuring elements of these processes, searching for theoretical foundations informing Sound Design and possible applications for Auditory Displays. This work is a first step into identifying a body of knowledge on the listener’s experience, how the act of listening takes place and how the sequence of listening actions can evolve as forms of dialogue, creating dialogical spaces for making sense of auditory information. With this work, practitioners can gain new insights into how existing techniques for creating auditory artefacts can be configured and transformed into new, alternative approaches
Contextual Analysis of Remote Experimentation Using the Actor-Network Theory
Distance learning is promoting the adoption of several and new technological resources in
education. The Internet is a proof of this trend, providing students with the ability of accessing better
pedagogical contents from everywhere at anytime. This is usually supported by the so-called Virtual
Learning Environments (VLEs). However, the increase of the bandwidth together with improvements
in terms of the devices’ processing capabilities for accessing services/tools through the internet, has
contributed to the appearance of the Remote Experimentation (RE) concept. Currently adopted by
several Science and Engineering (S&E) courses, RE is classified as a sub-domain of E-learning and
as an extension of the traditional VLEs, since it provides all the facilities required for remotely
accessing laboratorial experiments, giving both students and teachers the ability to control real
experiments by using a simple device (e.g. PC, PDA, smart phone, etc.) connected to the internet.
Traditional (in-place) laboratorial experiments can now be remotely controlled with more flexibility,
reducing place and time restrictions usually present in a real laboratory. In addition, technological
evolution is contributing to many changes in several domains, which has alerted us to the importance
of contextualizing RE as a network of interconnected actors, with distinct characteristics and interests.
This represents a huge challenge that is fundamental to analyse, since society, and more particularly
the educational context, is faced with several unpredictable influences from technological innovations
that may contribute to the adoption of various educational solutions some of which may not have been
validated, particularly in S&E courses. Hence, this paper focuses on an analysis of RE based on the
Actor-Network Theory (ANT) in order to understand the existing relationships between human and
non-human (technological and/or conceptual) actors. The paper begins by contextualizing RE as an
actor-network in an intersection of several contexts, namely the social, technical and educational.
Further on, we map the actors and their associations. An analysis of the inclusion of a new actor into
the RE actor-network, namely FPGA-based boards for accommodating Instruments and Modules
(I&M), which are usually applied in remote laboratory infrastructures, is dealt with in the final section
of this paper.info:eu-repo/semantics/publishedVersio
Proceedings videojogos 2020
The 12th Edition of the International Conference on Videogame Sciences
and Arts, Videojogos2020, is a joint organization of the School of Public
Management, Communication and Tourism – Polytechnic Institute of
Bragança (EsACT – IPB) and the Portuguese Society of Videogames
Sciences (SPCV). This year, due to the pandemic context, activities were
conducted online.info:eu-repo/semantics/publishedVersio